Elemental Combat

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The melee combat system is divided into two damage types: combat damage and elemental damage. Combat damage is the damage down by the weapon taking into account several skills (such as tactics, anatomy, etc) and your strength then reducing it by your opponent's skills and armor. Elemental damage is additional damage done by infusing your weapon with an elemental gem. The more gems infused means more elemental damage that can be done. Elemental damage is measured against your opponent's elemental resistance and is reduced accordingly. This article deals only with elemental damage and resistances.

There are five elemental bonuses: physical, fire, cold, poison and energy. Each has a damage and a resistance. The resistance for each is always against the same damage one: such as fire damage vs fire resistance. Physical elemental damage is a type of spiritual damage.


When you are reading about the percentages, we are adding up the percentages. For example, if you are at 50% and gain 10%, we add it up so you will be at 60% (as opposed to taking 10% of 50% then adding it on to make 55%).

The basic formula for calculating elemental damage with a melee weapon is: combat damage + ((combat damage * elemental damage) * (1 - elemental resist)). The elemental damage is based on your combat damage and added onto it so you will always do at least combat damage. Spell damage is the same formula but substitute spell damage for combat damage.

Example: You hit an opponent and do 100 combat damage. This is the damage done after taking armor, strength, parry, tactics and other factors into consideration. You will do this as a minimum damage. You have 25% fire elemental damage (FED) and your opponent has 50% fire elemental resistance (FER). The formula above is:

= 100 + ((100 x 20%) x (1 - 50%))

= 100 + ((100 x 0.20) x (1 - 0.50))

= 100 + (20 x 0.50)

= 100 + 10

= 110pts of damage done. 100 combat damage + 10 elemental damage.

Unless in very rare occasions (such as a boss), damage and resistances will not go over 100%. Spells also have one extra benefit. If you have a Relic of Spell Penetration, you will be able to reduce your opponent's resistance. Relics of Spell Penetration will reduce 1% for every point on the relic. For example, if your opponent has 30% resistance, a Relic of Spell Penetration that will reduce resistance by 20 points will take their resistance down by 20 points from 30% to 10%.

Archery gains an additional 5% bonus if using the right elemental ammo for the bow. For example, if you have a bow with fire damage, then using a fire arrow will grant you an additional 5% damage.

Gaining Elemental Bonuses

There are 3 ways to increase your elemental bonuses.

  • Infuse your weapon with one elemental damage type.
  • Internal bonuses for your character.
  • Find a relic that will increase the elemental damage done.

Infusing a Weapon With Elemental Damage

You may add one elemental damage type to a weapon. To add elemental damage, you will need two things: an elemental hammer and the appropriate elemental gem. Elemental hammers are gained by a few ways: a 10% chance from completing blacksmith, mining or tailoring bulk order deeds, a quest reward (check the questgiver page on the wiki for more information), a 2% chance drop from special monsters or from special GM events. Elemental gems are gained by several ways including finding them while harvesting, using the grinder to shift through ore and logs and carving them off certain corpses. If you want to remove an elemental damage bonus from a weapon, you will have to use a neutralizing oil to set the damage back to 0. You can tell what bonus a weapon has by using your magery skill on the weapon.

Internal Bonus

You can gain an internal elemental bonus for each of your characters: 20% elemental damage and 60% elemental resistance with a 20% class resistance bonus. The internal bonus is the only way to gain elemental resistances. The elemental damage bonuses are added to your weapon and relics. You may pick one internal bonus for your character and you may change your bonus at any time without penalty. Bonuses can be found under .options (on the last page). All characters start with no elemental bonuses. If you have an elemental bonus, it will show on the line as x/n (such as 5/20). If there is nothing listed after the line, you do not have an elemental bonus.

To gain these bonuses, you will have to bring a gift basket to the Oracle consisting of 3 masterpiece items (one from each crafting skill, no two masterpieces from the same crafting skill), a Rod of Divination (found on Noids) and 30,000 gold coins. Make sure you put all your items in a gift basket and drop it on the Oracle. When he has determined your gift is worthy, you will receive an elemental token. Take this token to the Sage and he will grant you the bonus of your choice. It has also been rumored that the Oracle will take an additional cash bribe so if you give him extra gold, he may reward you with an extra token or an elemental hammer. If you do not give him enough, he will simply shrug it off and pocket the excess.

  • Choose wisely. Once you have picked which elemental bonus to get, it is permanent. You cannot ask to have points in one element moved to another element.
  • The oracle takes a bribe in amounts of 10,000 gold coins for a 10% chance. And yes, it is possible to fail offering him 90,000 gold instead of the 100,000 gold for a full 100% chance.


Relics can give a boost to any given damage or resistance. They are often found as monster loot.

Identifying Elemental Bonuses on NPCs

Because the damage on NPCs has been reduced, this section no longer applies.

To identify what bonuses are on an NPC, use your veterinary skill on the NPC. You will require 30 veterinary to assess what the creature has. It can be a bit vague but values fall under these categories:

  • 0% to 10%: slight
  • 11% to 30%: low
  • 31% to 60%: medium
  • 61% to 80%: high
  • 81% to 100%: master

The majority of NPCs will have elemental bonuses in the 20 to 40 range. Not all NPCs have elemental bonuses. Low-level NPCs will not have any bonuses such as those around the graveyard, starting areas and some medium-level hunting areas such as Dire Forest and the Ettin caverns.


As different types of ammo with elemental bonuses can be used on bows and crossbows, there is one caveat when using a fire or cold elemental bow with its opposite arrow (such as using a fire elemental bow with cold elemental ammo). You will not gain any elemental bonus. However, you may gain an anomalous shot which can do up to 2x damage. If you continue to risk using the wrong ammo on the bow, there is a small chance the bow will shatter.


Spells only use 4 of the elemental bonuses: physical, fire, cold and energy. Poison is not used. Most spells are self-explanatory for which bonus they use. If it does not fall under fire, cold or energy, then it is likely a physical bonus (such as earthquake).


Because the monk does usually use a weapon, they still can have an elemental bonus by having their internal bonus (see .options). When they are fighting, the opponent's lowest elemental resistance is compared to the monk's internal bonus. For example, if the monk is fighting an ice monster and the monster's lowest resistance is a 5% fire resistance, the monk's fire elemental damage will be used.


Will I be weaker if I do not use elemental bonuses?

You will always do the combat or spell damage of your weapon as elemental damage is extra damage on top of your combat damage.

Is it possible to go above 100% damage?

Not for players or monsters.

What about henchmen and pets?

Henchmen can take advantage of the elemental system if they are using an elemental weapon or bow but they do not have any internal bonuses. Pets will have their own elemental damage and resistances. Use your veterinary on a pet to see what their approximate ranges are.

What's the difference between poisoning your weapon and poison elemental bonus?

The poison elemental bonus is an attack which compares your poison elemental damage to your opponent's poison elemental resistance. Poisoning your weapon is a damage over time where you poison your opponent when you hit them and it slowly reduces their hit points over time until they are cured of the poison.

How do I know how much my internal bonuses are?

In options, there will be a list of the different elemental types. After each line is either blank or has a number such as 5/60. If the line is blank, you have 0 for that elemental type. If there is a number, you have some points out of the maximum amount (in this case, 5% and you are able to go as high as 60%).

Will my race bonus transfer if I change my race?

No. It will be reset to 60 and you will have to complete the quests again.

How do I make my weapon elemental?

You require an elemental hammer. There are three ways to gain an elemental hammer: 1) A completed-on-time Blacksmithy, Mining or Tinkering bulk order deed will give a 5% chance of gaining a hammer. 2) Bribe the Oracle. There is a 20% chance he will give you an elemental hammer otherwise he will just take your gold as a present to the gods. 3) Certain unidentified boss monsters not found on Valhalla's map have a 10% chance to drop the hammer.

How do I know what level is on my weapon?

Identify the weapon using your magery skill.

Can weapons have more than one elemental type?


What if I want to change my weapon's elemental type?

You must purchase a neutralizing oil from the Magic Dealer which will remove all elemental bonuses from your weapon.